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05-16-24 06:34 AM
Acmlm's Board - I3 Archive - - Posts by uschghost
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uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-12-06 03:14 PM, in Zelda 64 Map Editor Thread Link
Hi Cadohacan...
I´m very interested in hacking OOT, but unfortunatley you have edited your post where you put your map hacking tutorial it would e realy great if you could post it again or maybe some other information about the OOT mapdata and where its stored.

If somone has copied Cadohacan´s tutorial it would be also very great if he coul post it^^

thx uschghost.

ps: please excuse my bad english, i only know it from school....
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-21-06 09:33 AM, in Zelda64 Mapdata info? Link
Hello everyone

with the help of cooliscool´s zelda edit i was able to find the leveldata off some maps in zelda64... after a while i found the Vertex data off map 117 and was able to edit the vertexdata.



I´ve found out that the layout off the vertex data is something like this:

"FE0D 0000 FE07 0000 0000 0000 007F 00FF"

The first three byte-paars are the x-y-z loacation off the vertex..
I don´t know what the next four byte-paars do, but the last byte-paar
cotrols the lightning of the vertex.

but i still have many questions about he mapdata:

1. I´m somewhat confused about the vertex data they dont seem to be in a linear order?
2. I´m only able to edit the vertex data but not to edit the collisonsdata, where is the collisionsdata stored?
3.Can anybody give me some info about the mapdatas header?
4.What are the unknown four byte-pars doing?

ok that´s all for know, i would be very pleased if anyone can/wants answer my questions.

Uschghost
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-22-06 08:38 AM, in Zelda64 Mapdata info? Link
thx cooliscool, your informations really helped me^^

I will try to edit the collisiondata as sonn i´ve enough time for....

In your official thread about zelda edit i´ve seen that you have ported zelda edits source to c#. would you like to send me the c# source via e-mail, because i´ve never used VB but im familiar with c/c++, and it don´t looks like you have hosted the c# sourcecode on your site.

my e-mail adresse: zero-one01@web.de
Thanks in advance

Edit:
ok... i´ve had enough time right now^^.... but im somewhat confused......

I edited one vertex in room 117 (at 0x02D03490) from "FD13000006D6" to "FD1300AA06D6" (this are only the x-y-z coordinates from the vertex). I thought that the colisionsdata has the same layout as the vertex data so i searched for "FD13000006D6" befor the roomdata, and i found it (at 0x02D021DC). but when i edit "FD13000006D6" to "FD1300AA06D6" link still walks through the little hill -.-"


So cooliscool can you give me an example how to edit the colisionsdata so that link will walk up the hill?


(edited by uschghost on 09-22-06 08:27 AM)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-23-06 08:31 PM, in Zelda64 Mapdata info? Link
what the.....
The collisionsdata realy confused me
it seems that the collisionsdata is stored something like this:

0000 0000 0003 00005 0006 0007 0000 7FFF
ofcourse i could be totaly wrong

it also seems that the above part is standing for a hole triangle face.
I have this tought because when i change the second bytepaar (0000 in this case) to
0013 link sinks in one of the triangles like this:

and when i set the second bytepaar too high(0030) link just fells to his doom.

but i have no idea what this bytes do, except for the second bytepaar wich seems to have something to do with the "collisions-triangles" y value

but for today im alll set with fidelling around in my hexeditor...
and my dream to make my own zelda maps (with collision ) still has to wait.


(edited by uschghost on 09-23-06 07:34 PM)
(edited by uschghost on 09-23-06 07:34 PM)
(edited by uschghost on 09-23-06 07:37 PM)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-24-06 08:58 AM, in Zelda64 Mapdata info? Link
No they dont use just two big triangles for the hole map.

As i mentioned above, the change in the collisionsdata i made, only effects the triangle in the above picture. Link walks normaly on all other triangles....

Edit:
I´ve made some new findings in the collisionsdata^^

At first I was totaly wrong about the collisionsdata Layout but now it´s looks defenietly something like this:
0002 0003 0004 0001 0000 7FFF 0000 0000

the first byte-paar is realy interesting, it seems to store the behavoir off the coolisios-triangle. for example if the first 3 nibbles are set to zero it acts like a normalground and the last nibble (2 in that case) controls wich sound you hear when link walks over it:
1=Grass
2=water
3=dusty
4=stone
5=wood
6=organic
7=sand
8=stone
(this are my own interpretations off the "walk sound")

But the first byte-paar can do much more if it´s set to "0010" it acts like lava/magmar
and hurts link:


And if I set it to "0020" link will walk across the triangle like he is walking throug a gate and will then teleportet to zoras kingdomO_o"
Or when it´s set to "1000" link gets warped inside the deku tree when he walks over the collisionstriangle.
But i´m still not sure wich syntax the firstbyte-paar follows.

The next three byte-paars semm to have something todo with the collisions-triangles location(but i´m totaly not sure for that)

And I dont know what the other bytes do except for the last byte-paar wich is the byte-paar i mentioned bevor that when i set it for example to "001A" for example
the triangles y-position goes down circa half of links size.....

whatever... i still have to learn alot about the map/collisionsdata and any help is welcome^^



(edited by uschghost on 09-24-06 04:07 PM)
(edited by uschghost on 09-24-06 04:08 PM)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-24-06 09:18 AM, in Zelda 64 Map Editor Thread Link
I´ve found my debugrom via google^^

anyway i´ve never heard that someone got problems when he downloaded something from a webpage, but a mate of mine has recieved a letter from the police that he should stop downloading licensed files via Emule.
Filesharing networks is where the law has an eye on....


(edited by uschghost on 09-24-06 08:19 AM)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-28-06 08:21 AM, in Zelda64 Mapdata info? Link
Thanky you very much cooliscool for the source^^
I´ll look forward to the finifhed source and will look up in the source this night...

currently i´m trying to render the maps of oot...
to do that i isolate the pure vertex data of a map into a seperate file and load them into
an opengl window..... (here is map nr.117, wich isnt that spectaculear but the vertexdata of 117 is very easy to isolate)

unfourtainly i´m only able to show the vertexes nor to render the
triangles... because i don´t know how to find out wich triangle belongs to wich vertex.

it would be nice if you can answer my following questions:
1. are ther bytes (maybe in the mapheader) wich stores the number of vertexes in the map?
2.can you give me some tips how to render the triangles?

this informations would realy help me.
as always: thx in advance^^

PS:I have to say that you are a very cool guy and i´ll be ever greatfull that you help me so much


(edited by uschghost on 09-28-06 07:42 AM)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-28-06 06:53 PM, in Zelda64 Mapdata info? Link
Yes i´m using Opengl too.
i have had the same idea as yours, but the vertexes of one triangle are not stored in line.
that means for eyample:
vertex1+vertex2+vertex3 are not building one triangle...
I have to find a way how to find out wich vertex belongs to wich triangle.
So far i´ve tryed a couple of algorythms to render the triangles, but it never shows a correct result...

Edit:
I´ve uploaded my mapvier for you so you can better understand what i mean.
get it here: http://home.arcor.de/uschghost/zvertex viewer.rar

just load the included zvertex file and you will see map 117
the red colored vertex is the currently selected.
the controls are the following:
left/right = select next/last vertex.

hold down space and
up/down/left/right = rotate scen

hold down shift and
p/down/left/right/+/- = translate scene

W/A/S/D/Q/Y/ = move vertex

if you go through the vertexes you will see....


(edited by uschghost on 09-28-06 05:54 PM)
(edited by uschghost on 09-28-06 06:18 PM)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 09-29-06 06:50 AM, in Zelda64 Mapdata info? Link
Can you upload the source somewhere?

for sure, but the source isn´t that clean and the comments are in german...
but here itis: http://home.arcor.de/uschghost/zvertex viewer source.rar



(edited by uschghost on 09-29-06 06:53 AM)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 10-02-06 10:10 AM, in Zelda64 Mapdata info? Link
__________________________________________________________________________
Okay, it seems they're stored like this:

06xxxxxx and 05xxxxxx values are polygons. For example, 05010203 is a polygon with vertices 1, 2, and 3 on the vertex list.
__________________________________________________________________________

where exactly do you find this data? (example for 117 please?)
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 01-30-07 04:05 AM, in do you know the "sch" ? Link
as i´ve said before my english is´nt soooo good as your "%@€}?"! fucking nature-languge-dudes" english.

and i speak german for know.
but if i found the time I wiil translate it INTO english^^.... ( and if you want to[because i want to](cooler text))

German/Deutsch:
Also jungs wer treibt sich hier rum?
Alle deutschen und alle europäer die verstehen was ich hier schreibe mögen sich melden und sich mal richtig vorstellen, OK?

Also dan(n) fang ich mal mit mir an:
Ich bin 19 Jahre und arbeitslos ich steh auf "nintendo-scheiss" aber ich frag mich oft "warum denn?"
Wahrscheinlich deshalb weil ich damit gross geworden bin. Aber nicht freiwillig, sondern weil ich so erzogen wurde! Genau wie ihr anderen.... Ich will jetzt nicht sagen dass das schlecht wäre, ich möchte einfach nur fragen wer ihr denn so seid.
Also legt mal los und erzählt wie ihr das erste mal gesoffen, gevögelt, euer erstes modul reingeschoben habt, oder sonst was gemacht habt das nichs mit dieser krassen I-NET-WElT zu tuhn habt.

ich bin jetzt grad zu faul weiter zu schreiben aber wenn hier nur ein paar coole/deutsche leute sind dann legt mal los.... und ich gebe liebend gerne meinen senf dazu.

als abschliessende worte würde ich gerne eins noch sagen, und zwar:
SHORTS 4 LIFE!!!!!!!!!!!!!!
\\_/
ok auf wiedersehen^^

English:
ask the other members for translation

ps: sorry for all "%@€}?"! fucking nature-languge-dudes" english - people!
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 01-30-07 05:02 AM, in do you know the "sch" ? Link
yeah 2 replies after 10 minutes
but isn´t just 1 german guy here how knows what i say?
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 01-30-07 05:07 AM, in do you know the "sch" ? Link
SORRRY FOR THE DOUBLE-POST^^ BUT...

yeah boxershorts fürs leben^^
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 01-30-07 05:15 AM, in do you know the "sch" ? Link
are you guys romhackers?
or are you just talk about some bullshit as me?
AND what time isit @ you?^^

because its 5:00AM @ me -.-"

I need to sleep know but i can´t.

mmmpffhhh
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 01-30-07 05:24 AM, in Approval? thx^^ Link
hi im uschghost and i have just written one thread in the romhacking forum: http://board.acmlm.org/thread.php?pid=169183&r=1#169183

i want approval becuase i want to post some of my later hacks.
i promise not to spam any post.
thx in advance
uschghost
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 01-30-07 05:35 AM, in do you know the "sch" ? Link
this translation is terrible O_o

I know that german is a hard language but this translation is bullshit....

I´ve just made onbe post in this forum its about zelda64-oot
http://board.acmlm.org/thread.php?pid=169183&r=1#169183

and this is the only rom i´m interested to hack.

PS: you can find a very dumpass editor in the post^^
uschghost

Micro-Goomba








Since: 09-12-06
From: Germany, NRW

Last post: 6315 days
Last view: 6316 days
Posted on 01-30-07 11:06 AM, in do you know the "sch" ? Link
Good morning, everybody

I have to say that i was on party yesterday and i was very drunk as i´ve opened this thread.... Im sorry for the spam-thread and it would be great if the admin could close or delete it _¬
but lets keep on hacking, or just have a drink(but without me
)

sorry and thx in advance for closing this thread.
Uschghost
Acmlm's Board - I3 Archive - - Posts by uschghost


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